/Engine/Plugins/Experimental/PCG/Source/PCG/Public/Elements/PCGExecuteBlueprint.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, Blueprintable, HideCategories=(Object)) class UPCGBlueprintElement : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bCanBeMultithreaded
Controls whether this node execution can be run from a non-game thread.
bool
bComputeFullDataCrc
In cases where your node is non-cacheable but is likely to yield the same results on subsequent executions, this controls whether we will do a deep & computationally intensive CRC computation (true), which will allow cache usage in downstream nodes in your graph, or, by default (false), a shallow but quick crc computation which will not be cache-friendly.
bool
bEnablePreconfiguredSettings
bool
bExposeToLibrary
bool
bHasDefaultInPin
bool
bHasDefaultOutPin
bool
bIsCacheable
Controls whether results can be cached so we can bypass execution if the inputs & settings are the same in a subsequent execution.
bool
bOnlyExposePreconfiguredSettings
FText
Category
FPCGContext...
CurrentContext
Since we duplicate the blueprint elements prior to execution, they will be unique and have a 1:1 match with their context, which allows us to store it here
TArray<FPCGPin...
CustomInputPins
TArray<FPCGPin...
CustomOutputPins
TSet<TObjectPt...
DataDependencies
int32
DependencyParsingDepth
FText
Description
FOnPCGBlueprint...
OnBlueprintChangedDelegate
TArray<FPCGPre...
PreconfiguredInfo